SFS Standard Xenowarden Greenhorn Creature 1

The Greenguards are an elite combat unit of Xenowardens known for their nature magic, often dispatched to sites of extreme ecological upheaval. New recruits to the Greenguards are given the rank of “root” but are colloquially called “greenhorns.” Xenowarden greenhorns train extensively in tight-knit units.

Elite Weak Xenowarden Greenhorn Creature 1

Recall Knowledge DC 13 15 16
Humanoid (Society)
Perception +4
Languages Castrovelian, Common
Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3
Str +3 Dex +2 Con +2 Int +0 Wis +1 Cha +1

AC 15
Fort +7
Ref +7
Will +4
HP 20
Grown Together A Xenowarden greenhorn's AC increases by +1 when they're within reach of at least one other Xenowarden greenhorn.

Speed 25 feet
Melee [one-action] nano-edge rapier +7 (analogdeadly d8disarmfinesse), Damage 1d6+3 piercing
Melee [one-action] knife +7 (agileanalogfinesseversatile s), Damage 1d4+3 piercing
Ranged [one-action] arc pistol +7 (arcexpend 2mag 10range increment 30 feetreload 1tech), Damage 1d4 electricity
Ranged [one-action] knife +7 (agileanalogthrown 10 feetversatile s), Damage 1d4+3 piercing
Primal Spontaneous Spells DC 14, attack +6 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (1st)

All Creatures in "Xenowardens"

Xenowardens

The Xenowardens are a powerful and well-respected organization who aim to safeguard and study the natural world and ensure that technological advances are ecologically responsible. With an incredibly diverse membership, their ranks include, among others, hermits who practice nature magic and eschew technology and scientists who create renewable energy from algae. On the other end of the spectrum are elite combat units like the Wildknights and the Greenguards and feared ecoterrorists like the enigmatic Oleander. The Xenowardens are led by a Greenspeaker, who's elected by acclaim and advised by their peers.